Pokémon Types (3.5e Variant Rule)

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Author: Luigifan18 (talk)
Date Created: December 10, 2015
Status: Complete
Editing: Clarity edits only please
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Pokémon Types[edit]

This variant rule only applies to creatures with the Pokémon subtype.

A chart that describes the interactions between Pokémon Types. Green means "super-effective", red means "not very effective", and black means "ineffective".
As this chart only contains official types, the Devil, Mystic, and Magic types are excluded.
All Pokémon have 1 or 2 "Pokémon Types". These Pokémon Types are not a creature type, and should not be confused as such. They are also not subtypes in and of themselves (though they might be associated with a subtype other than Pokémon, in addition to being exclusive to the Pokémon subtype itself). Pokémon Types are sub-subtypes; more accurately, they are elemental affinities and descriptions of the Pokémon's class of being. For instance, a Pokémon that is insect- or arachnid-like will most likely be a Bug-type (though not always), while a Pokémon that possesses and relies upon some sort of toxin to fight will probably be a Poison-type (though, again, not always). A venomous insect-like Pokémon could potentially be a Bug/Poison. Triple-type Pokémon are so exceedingly rare as to be a near myth; a Pokémon whose traits could confer it with three types will still, in all likelihood, not be a triple-type.

A Pokémon's Pokémon Type(s) might give(s) it certain abilities and, more importantly, define(s) its weaknesses and resistances. Pokémon also have several unique techniques, called moves, and each move has 1 of the Pokémon Types; a move's Pokémon Type interacts with the Pokémon Type(s) of a creature it hits, assuming that said other creature is a Pokémon itself, to determine its effectiveness. There are 18 "official" Pokémon Types: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark, and Fairy. In addition, there are three "unofficial" types; Devil, Mystic, and Magic. Each type has its elemental interactions listed below its description; namely, what types of attacks are Super-Effective, Not Very Effective, or downright ineffective when used against it, and what types it scores Super-Effective, Not Very Effective, or ineffective damage against. For simplicity's sake, "Super Effective", "Not Very Effective", and "Not Effective" will be referred to as "Weak", "Strong", and "Extra-strong", respectively, for the purpose of defense; inversely, "Super Effective", "Not Very Effective", and "Not Effective" will be referred to as "Strong", "Weak", and "Extra-weak", respectively, for the purpose of offense.

A Super Effective attack gains a +4 bonus to the attack roll and/or save DC, and deals additional damage equal to the user's hit dice. These bonuses do get applied twice if the attack is Super Effective against both of the victim's Pokémon Types (unless it has some special quality that specifically states how it is affected by a doubly-Super Effective attack, in which case that is used instead).

A Not Very Effective attack takes a −4 penalty to the attack roll and/or save DC, and the damage is reduced by the target's hit dice. These penalties do get applied twice if the attack is Not Very Effective against both of the victim's Pokémon Types (unless it has some special quality that specifically states how it is affected by a doubly-Not Very Effective attack, in which case that is used instead).

If something would be both Super Effective and Not Very Effective to the same creature at the same time, simply cancel them both out.

Normal Type[edit]

The Normal type is essentially a catch-all for Pokémon that don't fit into any of the other Pokémon Types (with the exception of Flying, which is almost always paired with Normal if it isn't paired with something else; Pokémon with both the Normal type and some other type are not unheard of, but rather rare). Normal-type Pokémon have no creature types or subtypes that they're strongly associated with; they're normal, after all.

Defense (Normal-type Pokémon vs. X-type move)[edit]

  • Weak against: Fighting, Magic
  • Strong against: Devil
  • Extra-strong against: Ghost (Normal-type Pokémon enjoy a 50% miss chance against all Ghost-type attacks that are not specifically capable of interacting with the corporeal or affecting Normal-type Pokémon.)

Offense (Normal-type move vs. X-type Pokémon)[edit]

  • Strong against: Devil
  • Weak against: Rock, Steel
  • Extra-weak against: Ghost (Normal-type attacks have a 50% miss chance against Ghost-type Pokémon unless the attack in question can specifically interact with the corporeal (such as by having Ghost Touch).)

Fighting Type[edit]

Fighting-Type Pokémon are typically martial artists. Because of this, if they take levels in Monk, they can add their racial hit dice to their Monk Level for the purpose of figuring out what types of Fighting Styles they may take. Also, their natural weapons can score critical hits against constructs, objects, fortified foes, and corporeal undead. Their natural weapons are all [Fighting] effects. Fighting-type Pokémon have no creature types or subtypes that they're strongly associated with, though they do have a slight association with martial arts and the Sublime Way; Fighting-type Pokémon are more likely than other Pokémon Types to have maneuver-like abilities.

Defense (Fighting-type Pokémon vs. X-type move)[edit]

Offense (Fighting-type move vs. X-type Pokémon)[edit]

  • Strong against: Normal, Ice, Rock, Steel, Dark
  • Weak against: Bug, Psychic, Flying, Fairy, Devil
  • Extra-weak against: Ghost (Fighting-type attacks have a 50% miss chance against Ghost-type Pokémon unless the attack in question can specifically interact with the corporeal (such as by having Ghost Touch).)

Flying Type[edit]

All Flying-Type Pokémon have a Fly Speed – if not included in the profile, it is 20' (Good) for Tiny or smaller Pokémon, 30' (Good) for Small to Large Pokémon, 40' (Average) for Huge or Gargantuan Pokémon, or 60' (Clumsy) for anything bigger. Flying-Type Pokémon usually fly, which puts them out of range for many attacks (especially Ground-type attacks; see below), but if they stand on the ground, an earthquake can still hurt them, and if you can throw mud into their face, it still has an actual effect. Their natural weapons are all [Flying] effects when they are actually flying. [Flying] effects are often [Air] effects, but this is far from a hard-and-fast rule, so you can assume that a given [Flying] effect isn't an [Air] effect unless it specifically says that it is. (Likewise, [Air] effects should not automatically be assumed to be [Flying] effects. Indeed, there are several [Air] effects that fit better in one of the other Pokémon Types.)

Defense (Flying-type Pokémon vs. X-type move)[edit]

  • Weak against: Electric, Rock, Ice
  • Strong against: Grass, Fighting, Bug
  • Extra-strong against: Ground (Ground-type effects can only affect a Flying-type Pokémon while it is actually on the ground. Even then, the Flying-type is entitled to a Reflex save to completely evade the attack, as though it had evasion, with a +4 bonus, prior to and in addition to whatever save the effect would normally allow. If the effect normally allows no save, the base save DC is 10 + ½ attacker's HD + attacker's Str or Cha modifier (depending on whether the attack is physical or nonphysical).)

Offense (Flying-type move vs. X-type Pokémon)[edit]

Poison Type[edit]

Poison-Type Pokémon are immune to being Sickened, Nauseated, or actually Poisoned, and get a +2 bonus on saving throws against diseases. There is a correlation between [Acid] effects and [Poison] effects, but it's a rather weak one; Pokémon moves that utilize acid have a tendency to be classified as [Poison] effects. [Acid] effects in and of themselves are not [Poison] effects, but poison-based attacks probably are.

Defense (Poison-type Pokémon vs. X-type move)[edit]

Offense (Poison-type move vs. X-type Pokémon)[edit]

  • Strong against: Grass, Fairy, Mystic
  • Weak against: Poison, Ground, Rock, Ghost, Devil
  • Extra-weak against: Steel (Steel-type Pokémon take minimized damage from Poison-type moves and are typically completely immune to any side effects. The exception is [Acid] effects, which do half damage instead.)

Ground Type[edit]

Ground-Type Pokémon all have a Burrow Speed. If not listed in the specific entry, it is equal to half their base Movement Speed. They also have Darkvision 60', Low Light Vision, and 30' Tremorsense. Ground-type Pokémon frequently also have the [Earth] subtype, and [Ground]-type moves typically have the [Earth] descriptor. [Earth] effects can generally be assumed to also be [Ground] effects (unless they specifically involve stone or metal, in which case they're [Rock] or [Steel] effects, respectively, instead).

Defense (Ground-type Pokémon vs. X-type move)[edit]

  • Weak against: Water, Grass, Ice
  • Strong against: Rock, Poison
  • Extra-strong against: Electric (Most Ground-type Pokémon have complete immunity to electricity. The ones that don't still take minimized damage.)

Offense (Ground-type move vs. X-type Pokémon)[edit]

  • Strong against: Electric, Fire, Poison, Rock, Steel
  • Weak against: Grass, Bug
  • Extra-weak against: Flying (Ground-type effects can only affect a Flying-type Pokémon while it is actually on the ground. Even then, the Flying-type is entitled to a Reflex save to completely evade the attack, as though it had evasion, with a +4 bonus, prior to and in addition to whatever save the effect would normally allow. If the effect normally allows no save, the base save DC is 10 + ½ attacker's HD + attacker's Str or Cha modifier (depending on whether the attack is physical or nonphysical).)

Rock Type[edit]

Rock-type Pokémon all have Tremorsense out to 30 feet, and are immune to Critical Hits from anything that is not Super Effective. Their natural weapons are all [Rock] effects. Rock-type Pokémon often have the [Earth] subtype, but not always. Likewise, [Rock] effects may or may not be [Earth] effects. (Generally, an [Earth] effect that involves the manipulation of minerals and/or rocks is a [Rock] effect. If it involves soil or dirt, it's a [Ground] effect; if it involves metal, it's a [Steel] effect.)

Defense (Rock-type Pokémon vs. X-type move)[edit]

Offense (Rock-type move vs. X-type Pokémon)[edit]

Bug Type[edit]

All Bug-type Pokémon have a basic mundane utility depending on the bug they resemble. Spider-like Pokémon can produce 1 lb of silk per HD per day, serviceable as rope or for making cloth items. Bee-, Moth-, or Butterfly-like Pokémon can pollinate plants and collect nectar, producing 1 gallon per HD per day if allowed to roam and do so for 8 hours. For other Bug-types, the DM can figure out what they do if it isn't stated outright. Bug-type Pokémon tend to have the [Bug] subtype.

Defense (Bug-type Pokémon vs. X-type move)[edit]

Offense (Bug-type move vs. X-type Pokémon)[edit]

Ghost Type[edit]

Ghost-type Pokémon are partially incorporeal, allowing them to move through objects as though they were ethereal. Ghost-type Pokémon can be Turned or Rebuked as though they were Undead (unless their description states otherwise), but they may treat their Charisma modifier (if positive) as Turn Resistance.

Defense (Ghost-type Pokémon vs. X-type move)[edit]

  • Weak against: Dark, Ghost, Devil, Mystic
  • Strong against: Bug, Poison, Magic
  • Extra-strong against: Normal, Fighting (Ghost-type Pokémon enjoy a 50% miss chance against Normal and Fighting attacks that do not have the Ghost Touch property or some similar benefit.)

Offense (Ghost-type move vs. X-type Pokémon)[edit]

  • Strong against: Psychic, Ghost
  • Weak against: Dark, Devil
  • Extra-weak against: Normal (Normal-type Pokémon enjoy a 50% miss chance against all Ghost-type attacks that are not specifically capable of interacting with the corporeal or affecting Normal-type Pokémon.)

Steel Type[edit]

Steel-Type Pokémon are made of metal and are magnetic. They do not suffer Critical Hits from anything that isn't Super Effective, due to being massive lumps of metal that are hard to find weaknesses in. Rust effects deal 1d6 acid damage per hit die to them and leave them slowed for one minute. Their natural weapons are all [Steel] effects. They are also immune to being poisoned or diseased, and get a +2 bonus on saving throws against being sickened or nauseated. Steel-type Pokémon almost always have the [Metal] subtype. [Earth] effects that involve the manipulation of metal are also [Steel] effects (if an [Earth] effect manipulates dirt or rocks instead, it's a [Ground] or [Rock] effect, respectively); most [Steel] effects are not [Earth] effects.

Defense (Steel-type Pokémon vs. X-type move)[edit]

  • Weak against: Fire, Fighting, Ground, Magic
  • Strong against: Normal, Grass, Ice, Fairy, Flying, Psychic, Bug, Rock, Dragon, Steel, Devil
  • Extra-strong against: Poison (Steel-type Pokémon take minimized damage from Poison-type moves and are typically completely immune to any side effects. The exception is [Acid] effects, which do half damage instead. (Note that Steel-types have no special resistance to [Acid] effects that aren't also [Poison] effects.))

Offense (Steel-type move vs. X-type Pokémon)[edit]

Fire Type[edit]

Fire-type Pokémon are immune to fatigue (and exhaustion) from heat, damage from being set on fire, and the Burned condition. All Fire-type Pokémon radiate greater heat than normal for most creatures. They are effectively immune to mundane environmental heat and cold, and radiate sufficient heat that other creatures within 10' are also unaffected by environmental cold. They almost always have the [Fire] subtype, but unlike other creatures with the [Fire] subtype, Fire-type Pokémon are not vulnerable to cold. Likewise, Fire-type moves always have the [Fire] descriptor, and [Fire] effects are equivalent to Fire-type moves.

Defense (Fire-type Pokémon vs. X-type move)[edit]

Offense (Fire-type move vs. X-type Pokémon)[edit]

Water Type[edit]

All Water-Type Pokémon have a Swim Speed – if it isn't included in their profile, it's equal to their Land Speed. Water-Type Pokémon also don't drown in water. They have a +4 bonus on saving throws against being set on fire or Burned, and their touch can douse any flame at least two size categories smaller than they are. Water-type Pokémon always have the [Water] subtype, and Water-type moves always have the [Water] descriptor. Likewise, [Water] effects are equivalent to Water-type moves.

Defense (Water-type Pokémon vs. X-type move)[edit]

Offense (Water-type move vs. X-type Pokémon)[edit]

Grass Type[edit]

Grass-type Pokémon are treated as having the Plant type for effects and requirements, and are never hindered by natural, non-magical plants.

Defense (Grass-type Pokémon vs. X-type move)[edit]

Offense (Grass-type move vs. X-type Pokémon)[edit]

Electric Type[edit]

All Electric-type Pokémon can generate usable electric power. Fine-sized Pokémon generate sufficient power to run small hand-held devices essentially perpetually. Diminutive Pokémon can power a number of light bulbs equal to their HD. Tiny Pokémon can power electronic and electrical devices of roughly equal size for a number of hours equal to their HD. Small Pokémon can run computers and televisions at the same rate, and Medium and larger Pokémon can power truly ridiculous sized electronics. This is assuming proper energy-harnessing equipment, though handing your Pikachu a power cord will basically work. All Electric-type Pokémon have the [Electricity] subtype, and all Electric-type moves are [Electricity] effects. Likewise, [Electricity] effects are equivalent to Electric-type moves.

Defense (Electric-type Pokémon vs. X-type move)[edit]

Offense (Electric-type move vs. X-type Pokémon)[edit]

  • Strong against: Water, Flying
  • Weak against: Electric, Grass, Dragon, Magic
  • Extra-weak against: Ground (Most Ground-type Pokémon have complete immunity to electricity. The ones that don't still take minimized damage.)

Psychic Type[edit]

Psychic-type Pokémon always have the [Psionic] subtype, can hold a psionic focus, and can take [Psionic] Feats if they want.

Defense (Psychic-type Pokémon vs. X-type move)[edit]

Offense (Psychic-type move vs. X-type Pokémon)[edit]

  • Strong against: Poison, Fighting, Magic
  • Weak against: Psychic, Steel, Devil
  • Extra-weak against: Dark (Dark-types always have power resistance equal to their HD +12, unless they are stated as having stronger anti-psionic capabilities, such as complete immunity to psionics. However, this power resistance always applies primarily to powers and [Psychic] effects; it only affects a select few spells, namely those that involve direct mental manipulation or assaults (such as telekinesis and its variants).)

Ice Type[edit]

Ice-Type Pokémon are immune to damage or fatigue from cold weather – including hail and blizzards. They can also see through hail, snow, and mist (but not steam) just fine. They cannot be frozen solid and are immune to Dexterity damage. They also don't suffer FrostburnFB damage. Ice-type Pokémon always have the [Cold] subtype, and Ice-type moves are always [Cold] effects. Likewise, all [Cold] effects can be treated as Ice-type moves.

Defense (Ice-type Pokémon vs. X-type move)[edit]

Offense (Ice-type move vs. X-type Pokémon)[edit]

Dragon Type[edit]

Dragon-type Pokémon are treated as having the Dragon creature type for meeting requirements (feats, etc.), using special Dragon-only items, and being hit by Dragonbane weapons and similar. However, it is rare for them to not be Dragon creatures anyways.

Defense (Dragon-type Pokémon vs. X-type move)[edit]

Offense (Dragon-type move vs. X-type Pokémon)[edit]

  • Strong against: Dragon, Magic
  • Weak against: Steel, Devil
  • Extra-weak against: Fairy (Fairy-type Pokémon are completely immune to all [Fear] effects generated by creatures with the Dragon type (regardless of whether or not they're Pokémon). They also have evasion, mettle, and a +10 resistance bonus to AC and saving throws against all Dragon-type attacks, including any attack performed by a creature with the Dragon type that isn't a Pokémon.)

Dark Type[edit]

Dark-type Pokémon have a tendency to be evil or mean, and they are immune to [Mind-affecting] effects. Dark-type moves are sometimes [Darkness] effects, but less often than you'd think; the true defining characteristic of the Dark-type is ruthless and brutal pragmatism.

Defense (Dark-type Pokémon vs. X-type move)[edit]

  • Weak against: Bug, Fighting, Fairy, Mystic
  • Strong against: Dark, Ghost, Devil
  • Extra-strong against: Psychic (Dark-types always have power resistance equal to their HD +12, unless they are stated as having stronger anti-psionic capabilities, such as complete immunity to psionics. However, this power resistance always applies primarily to powers and [Psychic] effects; it only affects a select few spells, namely those that involve direct mental manipulation or assaults (such as telekinesis and its variants).)

Offense (Dark-type move vs. X-type Pokémon)[edit]

Fairy Type[edit]

Fairy-type Pokémon are always treated as having the Fey type against effects that specifically target Fey creatures, as well as for using items or meeting the requirements for feats, prestige classes, and so on. Any Damage Reduction they have can always be overcome by Cold Iron (and in Tome games, by all iron and steel), regardless of what it otherwise says.

Defense (Fairy-type Pokémon vs. X-type move)[edit]

  • Weak against: Poison, Steel
  • Strong against: Fighting, Dark, Bug, Devil, Magic
  • Extra-strong against: Dragon (Fairy-type Pokémon are completely immune to all [Fear] effects generated by creatures with the Dragon type (regardless of whether or not they're Pokémon). They also have evasion, mettle, and a +10 resistance bonus to AC and saving throws against all Dragon-type attacks, including any attack performed by a creature with the Dragon type that isn't a Pokémon.)

Offense (Fairy-type move vs. X-type Pokémon)[edit]

Devil Type[edit]

The scourge of the Pokémon world, the mysterious Devil-type Pokémon are a collection of rogue Pokémon who work to advance the agenda of evil. They are unique in that their greatest nemesis is none other than the humble Normal-type, but they can knock most of the mightiest types flat on their butts. Devil-type Pokémon always have the [Evil] subtype.

Defense (Devil-type Pokémon vs. X-type move)[edit]

Offense (Devil-type move vs. X-type Pokémon)[edit]

Mystic Type[edit]

The heroic counterparts of the Devil-type, the Mystic-type Pokémon are forces for justice and good. They are an extremely powerful type with just one major weakness... why they have that weakness is hard to explain, but it works both ways. Mystic-type Pokémon always have the [Good] subtype.

Defense (Mystic-type Pokémon vs. X-type move)[edit]

Offense (Mystic-type move vs. X-type Pokémon)[edit]

Magic Type[edit]

Despite the name, Magic-type Pokémon represent not "true" magic, but performance magic — the kind that's all smoke and mirrors, as they say. As such, their moves tend to be highly unconventional, and they're also surprisingly anti-metagame.

Defense (Magic-type Pokémon vs. X-type move)[edit]

Offense (Magic-type move vs. X-type Pokémon)[edit]


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Luigifan18's Homebrew (384 Articles)
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AuthorLuigifan18 +
Identifier3.5e Variant Rule +
RatingUndiscussed +
SummaryDo you want your Pokémon's typing to actually matter? Then this variant rule is for you! +
TitlePokémon Types +